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Calypso2ts

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  1. I do tend to use the Screamers to screen - with 12" summon range and 16" movement they can definitely hit things early on. There are a few reasons I used them to screen: Game 1 - Dragons: I wanted him to advanced into Magic range with his remaining dragons. If he had moved to 18" range wiped the screamers in his deployment zone then he could have held off the 4 man unit one turn before using all their hero phase movement to hit me with them all at once (sans an extra screen). Pinning so many units for a turn in the backfield is good - but not in this mission which only scores battle tactics with a 'sudden death' victory condition. I was also concerned that if he had position 8 dragons withing 12" of my Lord of Change and Fate he would drop them (their fire breath average 2 mortals a dragon so 16 MW with some spikes possible.) I could not move the Horrors far enough forward this game to get the gap I needed to protect them while also preventing him from flying over my lines into the casters. Game 2 - Daughters: I did not have enough bodies to keep the Kairics as a legitimate rear screen against the Shadow Queen. Screamers are much more durable (-1 hit, 18 wounds) and I was concerned he would shoot/charge the acolytes and pile into the casters the next turn. The Kairics are not shown because they got mulched very quickly in that game. Game 3 - Sons of Behemat: So many mistakes here. I needed a second unit to stop the Gargants but placed the Screamers REALLY badly to do that. Same issue of needing to stop them from walking over the screen in the charge phase. It is an akward balance of making sure they cannot charge between the screens and hit the back one versus maximizing the space you can buy - I did this poorly. I think in Game 3 I should have summoned, moved for a flyover (the weak Gargant on 9W was a wizard which gives a 5+ for d3 mortals for 2d3 (4) on average. Then assaulted him. Screamers with AOA is 18 attacks, 12 hits, 6 wounds, 3d3 damage (I had destiny dice to max this). This would have dropped one major damage dealer and with good positioning I might have been able to have them survive to pin a giant in place for an additional turn. With other good positioning, I might have been able to shift my positioning for a possible double turn of casting/summoning to kill another...maybe 2 with some lucky Horror shooting.
  2. Quick update on the local tournament I took the following list as Hosts Arcanum: Kairos - Tzeentch's Firestorm Lord of Change - Bolt of Tzeentch, Arcane Tome Ogroid Thaumaturge - Arcane Suggestion, General - Fanged Circlet Blue Scribes - Fold Reality Changecaster - Unchecked Mutation 10x Kairic Acolytes (Shields) 10x Pink Horrors 10x Pink Horrors 1x Umbral Spellportal 1x Burning Head The tournament was small but had the usual suspects - Drakes, Hallowed Knights, Daughters, Sons, etc Game 1: Stormcast Eternals: Stormdrake Guard in Marking Territory This game was an entirely Stormdrake based army, I think this is a weaker variant than the one that includes shooting from Raptors but the universal 4+ ignores spells is still rough. I out dropped him and took first turn with the intent to put up screens and try to nuke one Drake squad. The board is really awkward, but I get 3 units to move 6" and put LOC/Fate in range with the portal for another spell and burning head. I am able to nuke one squad of 2x Stormdrakes and changecaster goes off with +3 to cast (terrain, agenda, Beacon). I summon a screen of blues, and Screamers. I make a mistake here (the same kind of mistake would later come back to haunt me but I got away with it this time), I am not putting my pink/Blue screens forward far enough. Kairos forces a failed charge by a 4x Deep Striking Stormdrake unit. He doubles me - which he needed or this game is basically over. Everything gets in but the horrors are just too many wounds. I do a surprising amount back with melee/shooting and tear him down the rest of the way with magic - Ogroid does some work being injured but surviving and getting full rerolls. Due to the battleplan and time, I get a Minor. Game 2: Daughters of Khaine (Morathi, 15 Bow Snakes, assorted Medusa) in Tectonic Interference I out drop again and line up the snakes, nine go down from Kairos and the Lord of Change - spawn stops hero phase shooting. I am rushing and forge to summon my Blue Horrors screen but Kairos forces Morathi to fail her charge. I supercharged (Finest Hour, Mystic) the Lord of Change on that flank to repel shooting. I get doubled again but the screens hold and once again do a surprising amount of damage to her snakes. Everything is now engaged with Horrors on my battleline with my wizards all intact. Magic goes out to finish off the Bloodwrack heroes and I fly over the combat to her board side to summon onto objectives and prevent pile in shenanigans. I end with a Major victory and end up running out of Blue Horrors (I brought 40) due to summoning and splitting. Game 3: Sons of Behemat (2x Gatebreaker, 2x Warstomper) in First Blood I win the roll for deployment order and out drop him (we both have 4). This one is tough because all the objectives are on the center line, so he does not need to hold back any giants. I need to score first turn because I will not score again until turn 3 or 4 at best with Giants being worth 35 models each. I roll a 1 for my pregame move - which is bad because I really need to get both Birds in on Turn 1. In spite of this I drop 26 mortals onto a Gatebreaker from Kairos, spell portal, burning head (I was rolling a lot of 6's for d6 damage - Pink Fire, Gift, Bolt, Choking, Burning Head). I roll very poorly on my runs - I should have used Destiny Dice here, I had four 6's and I needed to get the Pink Horrors further forward OR I should have pushed my birds furthers back. Either way, I drop out Screamers and Blue Horrors as two screens. I make an error here and did not put the Blues far enough - I should have summoned from max distance and used a throwaway hero to do so. My mistakes add up as all 4 giants simply advance right into my army. The screens hold Turn 1 and Kairos prevents him from charging over one of them on my flank. I need the Turn here to drop back, summon more screens and start in with a full magic, I mean hero, phase. . . he rolls a 6 and I roll a 5. The double sees the other giants hop over my screens or advance straight through. In spite of Mystic Shield, Finest Hour, and All Out Defense Kairos gets smoked, the Lord of Change gets smoked (he rolled really really well on both sets of attacks) and I am out of gas to take down the giants. At this point there is really no way for me to win. Lessons Learned: 1. I need to push my screens further out to keep Kairos and the LOC out of 3" for big units. 2. Movement Turn 1 was awkward with a LOC/ Fate in front of the army but really wanting to get the pinks in front of them. 3. I underused/misused my Destiny Dice - the key roll might be a run roll on Turn 1 or critical cast roll, I tend to want to save them too long. Final Thoughts: This list has A LOT going on with it. Agendas of Anarchy, Battle Tactics, splitting horrors, fate points, delicate movement, etc. I made a checklist of spells associated with each caster, agendas of anarchy, and battle tactics so I could run through them all each turn. This helped A LOT and I highly recommend (the checklist was by battle round with all casters, and I crossed out their row if they died). Each game really starts the same - if going first move the birds up 6", Beacon of Sorcery, Reroll casts with Scribes, Portal from the Lord of Change - then Gift of Change, Firestorm, Choking Tendrils, Bolt of Tzeentch, Infernal Portal, and Pink Fire all into the target unit with the burning head jumping through the portal. Summon Screamers, pinks and screamers move to screen (ferocious advance as a tactic with LoC, Fate, Changecaster) and summon blues as an initial forward screen. After that it becomes more dynamic as target priority comes into the picture. This was very powerful in every game (even Behemat when I could have taken down a giant if I had the Lord of Change in the mix). There is also a lot of non-interactive elements to this list I do not like as a player. It has very powerful magic - but I spend most of it casting on my own because there are not enough unbinds and most casts come in so high they really cannot be unbound. I also found my opponents really hated the pinks and got frustrated at points in the game. They did have the joy of killing models but it seemed like it did not matter because of the endless hoards. I also moved fast on my games but the pinks bogged it down at times. This lists needs proactive play, meaning have your dice and attacks ready to go so you are not counting models every turn. Some quick math helps as well "I have no pinks, and 2 brimestones - that means I have 18 blues for 36 shots" For the sake of variety, I think my next tournament will be running Legion of the First Prince with some plaguebearers for troops and summoning with pinks. It is probably less directly powerful but will help with the fatigue from seeing 15+ casts every month.
  3. @Jabbuk that's a gorgeous LOC - puts.mine to shame, love the head and how you picked out the colors along the neck too! So far tourney is looking like the aforementioned bow snakes, Daughters with Marathi and Bow Snakes, Gitz with troggs and kragnos, and Legion of the First Prince (among others)
  4. I usually try to bring in Blues initially. 10 Fate Points is feasible Turn 1, and that provides alot of board presence. If I have excess, then I let the points built up to 20, so I end up summoning pinks Turn 3 in most cases. Playing a tournament this weekend and one of the lists is Hallowed Knights with 2x Stormdrake Guard, 6x Vanguard Raptors, a priest for Translocation, and Gardus for a 5+ ward. With all the shots from the Raptors, I am a little cautious that they will nuke a Bird before I get a chance to go. Running the classic Fate, LOC, Ogroid, Changecaster, Scribes with some horror/kairic fillout for the balance.
  5. Archaeon Tzeentch was very very strong, with Destiny Dice to make key saves or trigger slayer of kings and shield of fate he was very unfun toplay against (especially with Heroic Recovery and lifeswarm)
  6. Cogs no longer provide everyone an additional cast - that was errata'ed fairly quickly, although 45 points for 1 cast is not bad on someone like Fateweaver who can steal quality spells from other 1 cast wizards. I think you can put more bodies on the objectives than Nurgle - 10 Plagues is 20 W but only 10 models for capping, so a Horrors unit can quickly grow to outnumber if you assault onto it. Your birds are worth 5 as well and summoning in Blues can attempt to assault onto them and/or advance there the next turn. It does sound like a rough match, there must have been some very good run rolls tokeep you boxed off the objectives Turn 1. I find Flamers to be too expensive for how fragile they are - even to summon they are a lot of Fate Points.
  7. A few quick recommendations. You can decrease your drops with a Battle Regiment to throw your troops and Belakor/Fate/LOC into it. If you want to minimize drops then push all the subcommanders in you can as well, I think you can get to 3 in the first list (1 Battle, 1 Extra Commander, 1 Extra subcommander) and 2 in the second (1 Battle, 1 extra Commander). Your deployment is already really predictable so I would not worry too much about showing your hand. List 1 (Fate, LOC, Bel) I ran a list similar to the first one as Host Duplicitous with a swap out of Scribes for another caster. It is a solid list - I think you get to 9 casts quick on list 1 which is what you really want. Spell selection matters a lot, I think you want access to Tzeentch's Firestorm (Fate), Bolt of Tzeentch (Changecaster), Infusion Arcanum (Ogroid. . . I have it so Fate can steal it if I need to send him in), Treason of Tzeentch (Scribes . . . the -1 hit can be very good if you see an infantry block). When your LOC comes in, he probably gets Unchecked Mutation. List 2 (The Horrors!)_ I do not like the block of 20 Horrors unless they have something to amp up their shooting a bit. That might mean a Fatemaster and the Aura of Mutability ability so they can be a credible threat. Otherwise their ~66 shots are 33 hits with AOA, 16 wounds with no Rend for 500 points. I would also put Arcane Suggestion on the Ogroid in list 2 for the -1 save ability to effectively get a rend from the Horrors. Try it out - but my take in general on Horrors is that their role is to sit on objectives and clog the board with bodies across multiple, discrete board positions.
  8. I have run Bel'Akor in a few games - he is a good melee threat and his un-rendable save is nice to have. I would not send him off on his own unless it was part of a broader plan - For example I was able to use him as bait one game to pull the opponent off of an objected in Scorched Earth - then I advanced onto it and burned it with Fanged Circlet Screamers. I paired him with the Lifeswarm to provide extra healing each turn and give him another spell to cast outside of Bolt/Shield. IIRC he does not benefit from the Scribes ability (not a Tzeentch wizard), so his casting is less than optimal. His Dark Master ability is very good, especially if you setup a scenario where you are good to give up the double and he can neutralize a high value target for 40% of the game (2 turns of 5). I usually kept him in back of screens, ready to pounce on something that comes close. I tried out the Curseling last week and I was unimpressed overall with the results. He has 2 casts, but I felt like he was struggling to get quality casts. Kairos almost always needed to steal his spell for his 3rd cast, and the Changecaster going into multi-cast mode would chew up all the endless spells, arcane bolt, mystic shield options. This left him with Glean Magic - admittedly I was playing a very magic weak army, so he probably performs much better grabbing that comets call and throwing it back at Seraphon. I ran 2 units of Pinks the last two times I played - even with the increased costs. Kairics simply rollover in a stiff breeze, but are good for a cast and to sit back on an objective. Horrors with their -1 to hit near a hero, battleshock immunity for the first 30, shooting attack, and 40 wounds are a nice buffer against monsters. You can also cheat with coherency for them - if you put two Horrors at the end of the line, you can string them along single file to provide a broader front since each one that dies generates another 2 models for keeping coherency. It isn't until you get to brimestones that you need to start being careful about placement. Overall I think you can play with Kairics but there is less margin for error - I am not a good enough player to make it work with only 1 Horrors unit, I need the extra layers of screens that it provides casters. Another argument for more horrors is that Kragnos is a real problem for Tzeentch armies - Belakor cannot smash him down in a turn so you really need to pin him down with Horrors and then kill the rest of the army. My last game was against Gitz (bear with me) running Kragnos and Trolls with a 4+ ignore spells Command Ability. I had two turns of hot dice where I could not get anything through but was able to layer 2 or 3 units of Blues summoned and the Pinks to keep everything at bay.
  9. My understanding is that in spite of being both Arcanite and Daemon, The Gaunt Summoner can only pick one spell for either the Lore of Change or Lore of Fate.
  10. Yes that is the main reason for his inclusion in lists with 9x Enlightened/Skyfires
  11. Yes you can cast and then if theres no target in range, nothing happens it cannot be arcane bolt for them all afaik, it must be different spells.
  12. Although it does not have the same raw damage output that some of the other Endless Spells have, later in the game the Pendulum provides some area control/denial. D6 Mortal wounds is nothing to laugh at, and it can force an interesting decision on where an opponent is willing to end their moves or add additional consideration to taking the first turn. Furthermore, if you set it up running down an set of units, it is likely to get hits on multiple turns plus it is one of the few endless spells that you can dictate how your opponent will move it.
  13. I like where you are going with the list, but I think you need another Battleline unit (Kairics and Tzaangors are only two and you need 3 at 2000) If you want to keep it trim, I would lose the changeling and the Herald for a unit of Pinks and then add 3 more Enlightened to that unit. That should work for points and I think it leaves an extra 20 for an endless spell. Recommend Arcane Sacrifice for the Summoner as General (bring the variety with familiars I made some out of Nurglings actually) and I really like Wellspring of Arcane Might on the LoC - rerolling 1's on casting helps quite a bit in my experience.. For kit I have used the Sword and Sceptre on the LoC - the Sceptre is probably better since the LoC if really there to throw out 6 Mortal Wounds a turn as a caster. For spells I would do Fold Reality on the Shaman, I like Bolt on the Pinks or . Give the LoC Inferno for additional single target MW production. He is so efficient with DD as a caster, I tend to load him up with high cost spells. There are mixed recommendations on the Gaunt, I like Glimpse.
  14. Both are strong units. Enlightened are very under costed at the moment. A unit of 9 will wreck almost anything in the game at this point. Combine with Destiny Dice for battleshock and Fold Reality for a truly heinous unit that only costs 420 points. Keep in mind that even if you do not get to go first, the rerolls GREATLY increases their effectiveness in spite of diminished numbers. Often, the enlightened that are removed were not going to fight that round anyway. Skyfires are probably costed fairly at 200 points, although I would like to see them at 180. I am running 9x Enlightened right now but I would like to add 2 units of Skyfires to balance the army a bit.
  15. The Curseling helps counter some of the nastier spells out there and he can chuck out two at minimum cost. I have had a few games where opponents refuse to cast Curse of Years because they are afraid it will rebound on their turn and then I will start casting it on mine (I totally would have). My concern with the Maelstrom is that it will disproportionately affect you since this army is very magic heavy. It also forces you to move it with your endless spell movement lest you have to push through an additional unbind across the army.
  16. I think it is worth swapping in a Balewind Vortex since you are running so many Endless Spells, you are going to want the extra casts. I would also take Wellspring of Arcane Might to reroll those 1's to cast. Overall this is interesting, I am not sure that the Maelstrom is worth it for you since you are definitely going to saturate the casting field. If you can drop enough points for a Curseling (maybe 2 Endless Spells) I think it is worth it to get 2 extra casts.
  17. On Gaunt Summoner Agreed, he is generally good and with a little extra range Infernal Flames is usually a 4-6 MW shot. He effectively cost 220 for me because I brought the Vortex for him. On Pink Horrors I used Arcane Sacrifice to kill off a few Pink Horrors, but that does not knock them out at a particularly quick pace. I used them as a screen for the most part and what I appreciated was after they evaporated being able to drop in another 20 Blues near an area that the Englightened had cleared for area denial. I also used them a few times for long charges to get onto objectives held by 5-6 models. With the Lord of Change moving 12", summoning out 12" and a charge of 9" (assuming it is made) that is alot of reach towards objectives (31"). On Enlightened I htink 9 is required just to make sure there are enough left to Fold Reality or hit back when they get counter charged. I had a few games where a DD 1 or 2 on Battleshock let me keep them around to bring back some more with Fold. I also found I only cast it twice in 5 games - my own mistakes meant they were wiped in 2 of them from counter charges and in the last the Shaman got sniped before he could help them out. On Lord of Change I think the Lord of Change was worth it - but my experience level is not that high. His Command Ability was useful once I did not need the extra range on the Summoner and Wellspring of Arcane Might helps quite a bit on casting. He was (for most games) a MW factory, one that I kept by the Pinks as a screen. He also has great efficiency with Destiny Dice for casting.
  18. I checked with he judges ahead of time and they were okay with it- the fact that he only has the Chaos keyword makes him hard to use in general. It was also not viewed as particularly backbreaking. Thanks for the input and that is an interesting artifact in the Slaanesh/Tzeentch interaction.
  19. Had a chance to play my first few games of Age of Sigmar this weekend, was at a GT. I have been following this thread so I figured I would share some thoughts. Bottom Line Up Front: -Enlightened hit like a truck, need to know how to split their attacks to use to full effect -Gaunt Summoner makes those 40 man bricks disappear and when they are not totally gone, he effectively costs the enemy a Command Point -Geminids are a steal and have a great cognitive effect on the enemy -Be'Lakor's mind games are better than his CC ability -Fold Reality can be backbreaking List: Gaunt Summoner (General) -Arcane Sacrifice, Glimpse the Future Lord of Change -Tzeentch's Inferno, Baleful Sword, Wellspring of Arcane Might Tzaangor Shaman -Fold Reality Be'Lakor (Strange choice, more to follow) 10x Pink Horrors -Treason of Tzeentch 10x Pink Horrors -Arcane Transformation (Poor choice, should have been Bolt or Unchecked Mutation) 10x Kairic Acolytes 9x Tzaangor Enlightened Geminids Balewind Vortex Initial Thoughts I was banking on there being a large number of horde armies, especially Death. I chose Treason and brought the Gaunt for that reason. Be'Lakor came in because I had him painted, this was a GT and I did not have the time to finish any other models. I figured he would provide a melee threat, his Dark Master ability might come in handy and he could cast 2 spells. Enfeeble Foe is also very good in general, I brought the Pink Horrors for more casters - I underestimated how hard it is to really wrack up summoning points. I also liked the idea of being able to drop 20-40 Blue Horrors around the board when the Pinks got eaten up. Game 1 - Seraphon He had a Slaan, Starpriest, Engine of the Gods, 2x Bastiladon and 20x Sequitur in a block. The mission was Total Commitment. We had a large castle on one side for terrain that I hid behind and I camped my objective that got pounded by the Bastiladon fire. I focused down the Skinks after the Enlighted and Lord of Change wiped nearly the whole Sequitur block in one turn. From there I had lost my pinks to the Bastiladons so I rained them down on the right side objectives while pushing the Enlightened into his Dinosaurs. I got a key double turn that helped me make up for some bad positioning and I was able to get the Slaan and two dinosaurs to steal his second objective. I was impressed with the Enlightened and mortal wound output from the Lord of Change. Noticed the LoC is terrible in combat, I chose poorly for Be'lakors ability and never got to use it. Game 2 - Death, Legions of Nagash He had a Mortarch (Mannfred maybe?), 4x Morghasts, 2 blocks of 40 Skeletons, 20 Grimghast Reapers and the usual array of support (necromancers, Vampire Loards,some dogs etc). The mission is Better Part of Valor. I learned from last time and setup my casters in more of a block with the Enlighted anchoring one flank and Be'Lakor on the other. I nominate Mannfred as my target for Be'Lakor which was a terrible idea, I never have a good time to use his ability. I start by trying to knock his skeletons low with the Gaunt Summoner but instead get myt 11 for Infernal Flames denied on box cars...with my own dice. My opponents hands me a beer. I make a mistake in deployment and he immediately razes my leftmost objective with his dogs. I also try to fix it with Be'lakor vacating the flank that enables the Morghasts to nuke the Gaunt Summoner. I wreck them with the Lord of Change's casting and advance into his skeletons on his right flank - wiping the unit. I get a double turn here and move in to knock out Mannfred - I totally underestimate the damage done by Enlightened and kill him with only spears, leaving two Morghasts to counter charge. They do so with 40 Skeletons and wipe the unit. I also find out that Legions of Nagash can return the whole unit of 40 from a gravesite..oops. I am able to raze two of his objectives, however, and it comes down to me throwing out 20 Blue Horrors on my last home objective to keep it from being razed, I eat a number of charges.... He whiffs big time and I actually use petty vengeance to plink off skeletons and keep hold of my objective. This was a close game, minor win and I think I was able to play my way out of several major mistakes. Exposing the Gaunt Summoners due to poor bubble wrap, neglecting an objective, overcommitting the Exalted to one target and a million other little mistakes. Game 3 - Death, Legions of Nagash He had the same army as Round 2 except he swapped had a Zombie Dragon instead of Mannfred. The mission is Focal Points. I play the same way but this time I protect the Gaunt Summoner and move in appropriately with the Exalted. I also sit on grave sites to stop his resurrections and mortal wound down, where possible, his support character. The highlight for me is when I activate Be'Lakors ability against the 30 Grimghast Reapers and they fail every roll to take an action for both our turns - the Exalted smash the unit to pieces, murder a vampire lord, wreck a full block of Skeletons while I use dead Horrors to throw Blues on backfield objectives to hold them and to sit on grave sites where necessary. I take a minor loss, I had to wait for him to extend his army across the board so I could destroy those Skeleton blocks in detail. I think I killed 120+ Skeletons this game with the Gaunt Summoner, Lord of Change and Treason of Tzeentch. Game 4 - Death, Legions of Nagash I start to sense a pattern on this one. He has 2x Zombie Dragons, 40 Chainrasp, 30 Grimghast and an array of support characters. The mission is Scorched Earth. He vastly underestimates the damage the Enlightened and Gaunt Summoner can do. I wipe his entire unit of Chainrasp turn 1 and assault into the Grimghast and kill them down to 6. He has to burn his Command Point to save the Grimghast. I fail to double turn - which would have probably won it there, and he throws the zombie dragon into the Enlightened. Even with -2 to hit (Gryph Feather) the Enlightened do big damage to the Dragon since I attack second. I lose 4 and have to burn a Destiny Dice. On my turn I clinch it with Fold Reality for 6 Enlightened that get in range to burn his objective and then summon 3 Screamers to eat his center objective by advancing the Lord of Change. Game 5 - Death, Flesheater Courts He is running 3x Ghoul Kings on Zombie Dragon, Arkhan, and 3 minimum sized ghoul squads. The mission is Places of Power. I misdeploy my Enlightened and they end up too far out of the main fight. I also did not understand how his summoning mechanic worked, so I made some other deployment mistakes. I was able to wipe two of the Zombie Dragons in spite of these mistakes but I was too far out of the scoring to make a comeback. I end up throwing down waves of Blue and Brimestone Horrors this game as speed bumps to his summoned troops. The real highlight of this game is that I did not have many sources of single damage mortal wounds, I left a few of the Ghoul Kings on 2 or 3 wounds and let them push in deeper when a Bolt of Tzeentch could have finished the job. I also stole Curse of Years from Arkhan but forgot I had the rule...this could have been pretty epic. After 5 Rounds Thoughts I end up at 3 wins, 1 minor loss and 1 massacre loss for the tournament but more importantly I had a great time playing AOS. There are definitely some list changes that would make thing works a bit better. I would drop Be'Lakor and add a Curseling to the mix - there are some spells I wanted to steal and he can provide another Lore of Fate caster. I am not sure how I would spend the remainder of his point, but if I can gt a unit of Skyfires in I thin kit would help with the single damage issue and kill off some characters as needed. That might mean dropping a Horror unit for Acolytes to grab the balance of points. The enlightened hit like a truck and the Gaunt Summoner is great for the current meta. The enlightened are sneaky fast but I found they need to be carefully supported and committed when there is some protection for them. The other all start are the Geminids, they are insane with -1A debuffs being true all stars. The ability to hit multiple units is icing on the cake. I used them to protect the enlightened from counter strikes and they saved at least 1 or 2 discs a game. I know this is long, thanks for bearing with me. I hope there are some tidbits of value, glad to answer any more detailed questions on each game, I tried to keep it brief but informative.
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